class TFCNFire extends TFProjectileFire;

function projectile SpawnProjectile(Vector Start, Rotator Dir)
{
    local projectile p;

    tfcngun(weapon).bshotout=true;
    p = Spawn(class'Taskforces.TFCNAltProj',,, Start, Dir);
    p.SetRotation(dir);

    p.Damage *= DamageAtten;

    return p;
}

function DrawMuzzleFlash(Canvas Canvas)
{
    if (FlashEmitter != None)
    {
        FlashEmitter.SetRotation(Weapon.Rotation);
        Super.DrawMuzzleFlash(Canvas);
    }
}

defaultproperties
{
     ProjSpawnOffset=(Y=10.000000,Z=1.500000)
     TransientSoundVolume=1.000000
     FireAnimRate=1.500000
     FireSound=Sound'TFMedia.Cannoneer.CNAltFire'
     FireForce="ballgun_launch"
     FireRate=1.000000
     AmmoClass=Class'taskforces.TFCNAmmo'
     AmmoPerFire=1
     ShakeRotTime=2.000000
     ShakeOffsetMag=(X=-90.000000,Z=-15.000000)
     ShakeOffsetRate=(X=-1500.000000)
     ShakeOffsetTime=2.000000
     ProjectileClass=Class'taskforces.TFCNProj'
     FlashEmitterClass=Class'taskforces.TFCNAltMuz1st'
     Spread=50.000000
     SpreadStyle=SS_Random
}
